18,337 research outputs found
Quark-hybrid matter in the cores of massive neutron stars
Using a nonlocal extension of the SU(3) Nambu-Jona Lasinio model, which
reproduces several of the key features of Quantum Chromodynamics, we show that
mixed phases of deconfined quarks and confined hadrons (quark-hybrid matter)
may exist in the cores of neutron stars as massive as around 2.1 M_Sun. The
radii of these objects are found to be in the canonical range of
km. According to our study, the transition to pure quark matter does not occur
in stable neutron stars, but is shifted to neutron stars which are unstable
against radial oscillations. The implications of our study for the recently
discovered, massive neutron star PSR J1614-2230, whose gravitational mass is
, are that this neutron star may contain an extended
region of quark-hybrid matter at it center, but no pure quark matter.Comment: 13 pages, 3 figure
Quark deconfinement in high-mass neutron stars
In this paper, we explore whether or not quark deconfinement may occur in
high-mass neutron stars such as J1614-2230 (1.97 \pm 0.04 M_Sun) and J0348+0432
(2.01 \pm 0.04 M_Sun). Our study is based on a non-local extension of the SU(3)
Nambu Jona-Lasinio (n3NJL) model with repulsive vector interactions among the
quarks. This model goes beyond the frequently used local version of the Nambu
Jona-Lasinio (NJL) model by accounting for several key features of QCD which
are not part of the local model. Confined hadronic matter is treated in the
framework of non-linear relativistic mean field theory. We find that both the
local as well as the non-local NJL model predict the existence of extended
regions of mixed quark-hadron (quark-hybrid) matter in high-mass neutron stars
with masses of 2.1 to 2.4 M_Sun. Pure quark matter in the cores of neutron
stars is obtained for certain parametrizations of the hadronic lagrangian and
choices of the vector repulsion among quarks. The radii of high-mass neutron
stars with quark-hybrid matter and/or pure quark matter cores in their centers
are found to lie in the canonical range of 12 to 13 km.Comment: 31 pages, 17 figures, PRC accepted versio
In times of pandemic - How generation XYZ looks digital banking
In a time of digital disruption, users are deciding how they want banks to respond and exceed their expectations. The banking industry since pandemic has shifted servicing dramatically from its traditional branches to become far more digitally flexible. Banks rushed to face-lift the front-end look and feel and enable non-essential digital services without asking users their needs. Thus, this bank attitude as greater impact on building a good digital banking customer experience that leads the users to fully adopt digital. To have a clear vision of how banks can stand out to a successful digital transformation we interview 634 digital bank users from the generation XYZ. To find out about the digital banking perceptions of Generation Z (born 1997-2012), Generation Y (born 1981-1996), and Generation X (born 1965-1980) we perform a qualitative analysis using Leximancer content analysis software to determine differences and characteristics of users’ attitudes toward digital banking. The findings highlighted nineteen concepts (transfers, bank, channels, products, digital, availability, anywhere, services, operations, use, account, savings, speed, costs, information, options, price, complex, and market) grouped in eight key themes perceived by users using digital banking channels, namely: transfers, availability, use, speed, information, price, complex and market. The three tags categories generation XYZ result of the presence of highly connected with concepts or independent variables showing prominence between X-generation and availability and services concept, Y-generation, and market, anywhere, bank and operation concepts, Z-generation, and transfers concepts. These results show that digital bank users are concerned about price, speed of transfers and product information, the anywhere availability of services and operations in the financial market, with some constraints about the complexity of options used to manage their accounts and savings. More the Y-generation (middle age) take more advantage of digital banking to explore bank/financial market and perform operations anywhere, the X-generation (older age) look digital banking mainly for the availability of services and Z-generation (younger age) simple for transfers. This study contributes to understanding the use and preference of digital banking, allowing us to propose a new conceptual model to explain the digital banking usage, helps to identify what is important for each XYZ generation to increase their adoption of digital banking and alerts to the use complex of multiple options that probably are not the focus to successfully used by this generations. Highlighting the users’ perceptions is important for the bank industry to develop digital banking features that align with users’ expectations and to increase the success of digital transformation by shifting servicing dramatically from a brick-and-mortar stalwart to become far more business digitally flexible.info:eu-repo/semantics/publishedVersio
Main gamification concepts: a systematic mapping study
Gamification involves incorporating elements of online games, such as points, leaderboards, and badges into nongame contexts, in order to improve engagement with both employees and consumers. The main point of this paper is, to sum up, what previous authors investigated in the field of Gamification. An analysis of the literature
covering 50 papers from 2011 to 2016 was conducted, using Leximancer software, to determine and shape the
main themes and concepts proposed in gamification papers. Answering our research question, “What guidelines
may provide to future research, the key themes and concepts found in published scientific papers on gamification?”, we conclude that the researchers identified eight themes (gamification; game; use; users; business; points; engagement; learning) and twenty-eight related concepts. The present systematic review contributes to establishing possible guidelines for prospective studies, based on the analyzed papers, considering particularly their 'Conclusions' and on the 'Future research' sections, integrating game design contents in business, learning and education. Further, highlights the usefulness of Leximancer for qualitative content analysis, in this field of research.info:eu-repo/semantics/publishedVersio
Technology management has a significant impact on digital transformation in the banking sector
Technology management and a good relationship among employees are vital keys to assure any digital transformation process. We may therefore rightly ask “What are the main drivers influencing IT and non-IT employee relationships that may have an impact on digital transformation in the banking sector?“. Aiming to identify those drivers, we developed a questionnaire for an exploratory study into employees' perceptions of the IT or non-IT measures undertaken to improve any digital transformation project. We had a sample of 604 bank employees working in software development. Leximancer was used as a qualitative technique tool for content textual analyses. The findings highlighted seven key factors that have an impact on digital transformation, namely: department, lack of cooperation, communication, requests, experience, relationship, and business. Internal clients tend to have a negative perception of IT developers mainly due to a lack of understanding of business requests. This study contributes to scholarship with a conceptual model to explain the main concepts that may affect the relationship between IT and non-IT employees’ and departments teamwork in the digital transformation process, in the banking sector specifically. We also contribute by identifying the most important elements to achieve organizational success.info:eu-repo/semantics/publishedVersio
Vacuum fluctuations of a scalar field near a reflecting boundary and their effects on the motion of a test particle
The contribution from quantum vacuum fluctuations of a real massless scalar
field to the motion of a test particle that interacts with the field in the
presence of a perfectly reflecting flat boundary is here investigated. There is
no quantum induced dispersions on the motion of the particle when it is alone
in the empty space. However, when a reflecting wall is introduced, dispersions
occur with magnitude dependent on how fast the system evolves between the two
scenarios. A possible way of implementing this process would be by means of an
idealized sudden switching, for which the transition occurs instantaneously.
Although the sudden process is a simple and mathematically convenient
idealization it brings some divergences to the results, particularly at a time
corresponding to a round trip of a light signal between the particle and the
wall. It is shown that the use of smooth switching functions, besides
regularizing such divergences, enables us to better understand the behavior of
the quantum dispersions induced on the motion of the particle. Furthermore, the
action of modifying the vacuum state of the system leads to a change in the
particle energy that depends on how fast the transition between these states is
implemented. Possible implications of these results to the similar case of an
electric charge near a perfectly conducting wall are discussed.Comment: 17 pages, 8 figure
Assessing consumer literacy on financial complex products
Consumer financial education has become an important research topic, due to the growth of a wide range of investment products available in online banking. The individuals are exposed to highly complex financial products without understanding the risk and what product is suitable for them. This study investigates and measured the financial education of individuals in complex financial products. A quiz game was developed for a bank website to measure 1597 bank clients in complex products literacy. The survey also enabled a comparison between the basic and advanced skills of financial literacy knowledge. The results highlight a satisfactory overall financial literacy level. While basic knowledge level between individuals has a higher degree, there are serious concerns in advanced skill level. This study contributes to an understanding of adults’ knowledge about the prediction of the risk of investments in complex financial products, as well as providing value to ongoing financial literacy research.info:eu-repo/semantics/acceptedVersio
Tuned liquid dampers simulation for earthquake response control of buildings
This paper is focused on the study of an earthquake protection system, the Tuned Liquid Damper (TLD), which
can, if adequately designed, reduce earthquake demands on buildings. This positive effect is accomplished taking
into account the oscillation of the free surface of a fluid inside a tank (sloshing). The behaviour of an isolated
Tuned Liquid Damper, subjected to a sinusoidal excitation at its base, with different displacement amplitudes,
was studied by finite element analysis. The efficiency of the TLD in improving the seismic response of an existing building, representative of modern architecture buildings in southern European countries was also evaluated based on linear dynamic analyses
Gamification to teach and assess financial education: a case study of self-directed bank investors
Financial education has become a popular research topic, due the growth of marketing financial services, and the wide range and complexity of investment products available online. To assess the investment risk, and decide what product is suitable for individuals, it becomes essential to use tools to improve financial education. An educational game may be a possible solution since is a serious game designed to teach adults about a specific subject and to teach them a skill. Games-based learning software are interactive play that helps to solve problems, teaches, and gives the fundamental needs of learning by providing – enjoyment and motivation. This study investigates the financial education of self-directed investors in complex financial products, and portfolio management to answer our research question – how well adult self-directed investors understand financial education about complex financial products and portfolio management – and evaluates the financial education level of self-directed bank investors in complex financial products with high risk.
An online quiz game with multiple-choice questions was developed, and deployed on a bank website to assess knowledge across investment product literacy - in addition to sociodemographic characteristics – involving the participation of 1,597 self-directed adult investors. The survey also enabled a comparison between the core and advanced skills of financial education knowledge. To measure and assess the financial education, we calculate the individual score by the amount of correct answers from the three multiple answer quiz questions. The results highlight that participants have a satisfactory overall financial literacy level. While core competencies, knowledge among private investors have a higher degree of general financial education, there are particular areas in which they scored low in advanced skills (i.e., complex financial product questions).
This result provides valuable insights, information for further investigation of distance education research through games, which can only continue to grow because of the increasing complexity and importance of financial education in modern societies. This study contributes to an understanding of adults’ knowledge regarding investments in complex financial products, as well as providing a valuable contribution to ongoing financial education research.info:eu-repo/semantics/acceptedVersio
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